---
title: "Check feature compatibility"
description: "Find the supported engine, platform, backend, and provider combination for each feature."
seo:
  noindex: true
---

{/* Copyright (c) 2026 Betide Studio. All Rights Reserved. */}

UCIK targets **UE 5.7–5.8**. A plugin loading in the editor does not mean every service works on that platform.

| Area | Scope in this source |
| --- | --- |
| Shared Crossplay modules | Win64, Mac, Linux, LinuxArm64, Android, iOS; usable providers vary. |
| EOS core adapter | Win64, Mac, Linux, Android in the current module allow-list. Do not infer iOS support from the shared module. |
| Steam | Desktop modules; requires the Steam runtime and an entitled account. |
| Game Center | Native Apple implementation; desktop editor builds also expose nodes. |
| Google Play Games | Android runtime; desktop editor builds expose nodes. |
| Discord Social SDK | Win64 and Android in this package. |
| AWS core / Cognito / AppSync | Win64 and Android in the current module allow-lists. |
| GameLift client | Win64 in the current module allow-list. |
| GameLift server SDK | Separate Editor/Server modules; not a game-client API. |
| Edgegap | HTTP integration across its allowed targets; deployed server platform is a separate choice. |

Some AWS service/SDK modules list more platforms than **AWSIKCore**, which they depend on. That is not a working end-to-end target guarantee. Check the dependency chain before choosing a non-Win64 deployment for those services.

## Shared API does not mean identical features

EOS and Steam provide lobby/session, social, progression, and cloud-file adapters. Individual operations still depend on provider capabilities. Examples: Steam has no native owner-side lobby kick; EOS derives achievement progress from stats; Steam-only setup does not select voice.

Game Center and Google Play add their own sign-in and game services. Their saved-game APIs are not automatically the shared Crossplay storage API. Overlays, purchases, moderation, and dedicated hosting need their provider-specific setup.

## OSSv1 and OSSv2

Both stacks are supported. OSSv2 is the newer path, while existing OSSv1 projects can keep their stack. Configure the stack through the kit settings; avoid combining engine subsystem configuration copied from unrelated plugins. Test the same stack you will package.

Use [the testing guide](/start/testing) to verify the features your game ships on each target. Module availability, source support, a successful build, and a live service test are different checks.
